First combat scenario has you playing as a female magic user. The new images on Facebook show the current combat UI and also some spells in action. She has five actions, two melee attacks, a shield spell, healing spell and a fire ball spell. Above each action button is a cool down timer. Spells like heal and shield currently stop all player actions for a set time. Combat will be more strategic during combat scenarios and single player bosses. What that means is you will need to do more than just attack enemy boss, instead you may need to use specific skill at a specific time to cause damage, or destroy runes before you can damage enemy. Expect more info as the first combat scenario is created.
The main thing to remember about the images posted and videos is the models and animations will hopefully be temporary. They are all great models and if funding doesn't continue they will be used, however if after the game leaves alpha and starts to get more traffic and funds start up again those models will be updated to custom ones.
As always thanks for following and supporting Devoured Time's development.
Update
Check some new images posted on Devoured Time's facebook page....
https://www.facebook.com/DevouredTime/
This scenario takes place inside and outside of a mansion. I’m currently populating the mansion with static items and lights. It’s quite dark, but for this scenario its part of the theme. Once I finish populating the mansion and adding in the intractable objects, ill focus on the combat scenario. Thanks for supporting Devoured Time’s development.
More Playable Models
No video this week, but I just wanted to keep everyone updated. So far I am still using the same player model for the single player game since it has different armor sets, but for the scenarios I can use my other models which includes 2 female versions. Those models lack armor sets, but they fit perfect for story scenarios.
With the UI's 80% complete, and new player models I can continue the first 3 scenarios. The first story scenario puts you in place of an older male who solves mysteries. The first puzzle scenario will let you play as a younger female, and the first combat scenario will give you the model from before.
As mentioned before, once I get those 3 scenarios, I will polish them up and release those in the next patch, with the goal to release 1 new one a month while I continue the single player game.
More info and videos to come, thanks for supporting the game.
New Images
Uploaded some new images to Devoured Time's facebook page. They are from the first story scenerio.
https://www.facebook.com/DevouredTime/
More UI Updates
Check out the video.
https://youtu.be/D8IzICJpE9I
Progress Update
Check out the youtube video, mostly about UI for single player.
https://youtu.be/BrzZedrvoek
Update Progress
Check out new video.
https://youtu.be/7b8Qgk0Ww3A
Game Progress, feedback, and future plans
Game Progress, feedback, and future plans
Over the past 6 months Devoured Time’s progress has be sporadic and seemingly unorganized. Looking at it from a customer’s perspective it must seem like nothing is getting done. While game progress in relation to gameplay and content are definitely lacking, other areas, ones not seen by most have been excelling. Devoured Time’s early access launch was controversial from the start, with having little to no preexisting fans, and being an rpg. But it has paid off, I accomplished what I was hoping to. Using player feedback, experimenting with gameplay systems, and following other games, Devoured Time has evolved. I always had a vison for the game but the specific path I wanted to take wasn’t clear. Thanks to the past 6 months that path is now 100% clear in most part due to the feedback provided during this time.
Game Progress
So let’s talk about the games progress thus far. On the outside it’s not obvious that’s much changed since launch and that’s true for what you don’t see. However much has been done behind the scenes with in game systems. It was a trial and error process, taken one system and pairing it with another was very slow. One system would work perfect, but the other would fail or just not be practical. It involved complete rewrites, to scraps, to completely new ones. At one point all the systems worked fine together but there was still something missing. But those issues have been removed, all key systems now work smooth together so the trial and error stage is near complete.
Feedback
The feedback for Devoured Time has been amazing to say the least. I welcome all feedback, good, bad, silly or just plain crazy, and I think I received it all. Surprisingly most has been positive, even in the games current state. But what’s more surprising is that 99% of the feedback has been inspirational. I always told myself from day one, that if I had just one person believe in my game (besides family and friends) that would be enough inspiration to continue the project. Well I have many now so inspiration level is at all-time high. But all feedback is valuable, even the kind one might not always want to hear. Negative feedback can break some people, make them give up or start to doubt themselves, but it in itself can do even more then positive feedback. In most cases people with negative feedback are more into something then the rest, so much so that they get upset, even angry when the product isn’t living up to their hopes and wants. If they really didn’t care, in most cases they wouldn’t even bother. Now there are always exceptions but the negative feedback Devoured Time has received has all been valid. Content is lacking, the project has been all over the place, and patches have taken long. In Hindsight I wish I had started the price of a bit lower, but I didn’t quite understand the right price to start at and went with some recommendations. Other than that I knew and planed for much worse feedback then I have received.
Future Plans
What does the future hold for Devoured Time, well I would say the future is looking pretty good. Using everything I learned in the past six months I created a final plan laying out the flow of the game, the number of quest, and the number of scenes for the main story. Based on feedback people want to have a home base, a place to rebuild, populate with people, do some farming, and setup defenses. They want a story that’s good, side quest and collectibles. People want a simple combat/level system but they don’t want it to be easy. People also want different ways to combat enemies. A multiplayer system is the last and least wanted system, while the rts style system has been kind of low too. Multiplayer was never a plan for this game, only after I played around with a multiplayer system did I decide it could be done. But since it’s at the bottom it will be put on hold while the features people want are worked on. The RTS style system must remain in, as it fits the story but it hasn’t been completely fleshed out. That system draws inspiration from RTS games, but is not a complete RTS system, FYI.
A new build of Devoured Time was started last week, after the overall plan was created. Feedback has been viewed and changes were made and more will be made. The tutorial will change, in fact it will be incorporated into the game hub, more on that later. The main menu when you start the game has been simplified and uncluttered. The scale of the game has been stablished, the inventory system while great has been changed, due to new gameplay based around building. Much more has and will change, all based on feedback received.
Time Frame
I don’t have a specific date for the next patch, but I do know it won’t be a small one. My goal with the next patch is to have 10% of the games content, which is small but tough considering this is an rpg game. As an rpg game no one really wants to play and find out story plots only to be stuck waiting to find out more. To combat that, I thought up scenarios, small levels that offered up varying gameplay elements, while not spoiling the main games story. So the next patch won’t come out till there are a few of those are complete. I’m a gamer like you are so I know there are many new games coming out, like Fallout 4 which I’m looking forward to and I was hoping the new X-com was to, but that’s been delayed. Basically I want you to enjoy the holidays, play one of those awesome new games and don’t worry I will be busy working on Devoured Time.
Bonus
I value each and every fan of the game and besides completing the game I will be releasing free expansions and other in game things. You can think of it like a MMO without the monthly fee. Once the main story is complete and the game is for all purposes complete I will release it. Then once released I’ll work on the first expansion and release that and any more for free. Pretty much anything Devoured Time related after the games released will be free.
Enjoy the holidays, continue to provide ideas and feedback, and I’ll continue to update the games progress. Thanks for your feedback and support.
AI and Pets
This week work was done on enemy AI and the pet system was created. Check out the video below to see some enemy AI in action, and check out the facebook page for new images. Thanks for your support.
https://youtu.be/Jn-rZvbagu0
https://www.facebook.com/DevouredTime
Facebook
Since the main website needs alot of work and time is a factor I've decided to make a facebook page instead. It will get updated with more pics and videos and people can also use it as a place to chat and ask questions.